I wonder if this is related....
http://www.hitechcreations.com/forums/showthread.php?s=&threadid=177404 (http://www.hitechcreations.com/forums/showthread.php?s=&threadid=177404)
PolyID=20001
-------------
Runway 20001
Rearm Pad 20002
Crater 20003
Road 20004
Dirt 20005
Water 20006
Tree 20007
Bush 20008
Wall 20009
Model 20010
Train Track 20011
Dead=0
I am not familiar with AC3D, but I do know you need to have a working hierarchy tree before you can attempt to test your object. A hierarchy tree works like this:
Model
Objects
Str0
(Object Name)
I am not sure how to explain it, but it is necessary to export your object correctly. Ask duh, NHawk, or Raptor for further instructions, they know AC3D better than me, I am using the Blender.
Originally posted by Denholm
I am not familiar with AC3D, but I do know you need to have a working hierarchy tree before you can attempt to test your object. A hierarchy tree works like this:
Model
Objects
Str0
(Object Name)
I am not sure how to explain it, but it is necessary to export your object correctly. Ask duh, NHawk, or Raptor for further instructions, they know AC3D better than me, I am using the Blender. [/B]
Yeah, i've seen that in the ac3d.txt help file... Originally I was thinking that was the case, but to get around that I started to export the std shps that come with the OE, using the export to AC3D. I assume that when I export the shp to AC3D using the OE export feature it would create the proper hierarchy needed..
here is the object hierarchy for safldg0... when it's exported using the OE function export to AC3D
Group "WORLD", v 0, s 0, kids 1
Group "model", v 0, s 0, kids 1 *
Group "ground", v 0, s 0, kids 1
Group "adsf", v 0, s 0, kids 3
Object "tex0", v 10, s 4, kids 0
Object "tex1", v 8, s 2, kids 0
Object "tex2", v 8, s 2, kids 0
Total objects: 7 surfaces: 8 vertices: 26
The layout is somewhat different then what is decribed in the AC3D.txt help file..
instead of group "ground" i would expect this to be "objects" and I would also expect group "adsf" to be name somthing like "rwy0".. But if thats the way it exports a standard shp from the OE then thats most likely the way it should be...
here is rwy1..
Group "WORLD", v 0, s 0, kids 1
Group "model", v 0, s 0, kids 1 *
Group "ground", v 0, s 0, kids 1
Group "o42", v 0, s 0, kids 2
Object "tex0", v 10, s 4, kids 0
Object "tex1", v 8, s 2, kids 0
Total objects: 6 surfaces: 6 vertices: 18
What is interesting is if you change the name "o42" to "rwy0" and reimport as a custom object it will display then as a Runway in the OE when labels is set to display... However it still doesn't function correctly though, during the offline game...